def __init__(self):
     self.model = PatchworkModel()
     self.ai = PatchworkAI()
     self.feature_weights = FeatureWeights()
     self.p1_feature_state = FeatureStateModel(self.model.p1, self.model.p2)
     self.p2_feature_state = FeatureStateModel(self.model.p2, self.model.p1)
     self.running = True
Ejemplo n.º 2
0
 def test_get_moves(self):
     model = PatchworkModel()
     model.patch_list = deque(model.build_patch_list())
     self.assertIsInstance(model.get_turns()[0], BuyTurn)
     self.assertEqual(model.get_turns()[0].patch_idx, 1)
     self.assertIsInstance(model.get_turns()[1], BuyTurn)
     self.assertEqual(model.get_turns()[1].patch_idx, 2)
     self.assertIsInstance(model.get_turns()[2], JumpTurn)
Ejemplo n.º 3
0
    def test_p1_win_over(self):
        model = PatchworkModel()

        self.assertEqual(model.game_over(), False)

        model.p1.move(53, model.time_track, model.p2)

        self.assertEqual(model.game_over(), False)

        model.p2.move(53, model.time_track, model.p1)

        self.assertEqual(model.game_over(), True)
    def __init__(self):
        pygame.init()
        pygame.font.init()

        self.view = PatchworkView()
        self.model = PatchworkModel()

        #TESTING
        #self.model.p1.position = 19
        #self.model.p2.position = 19

        self.clock = pygame.time.Clock()
        pygame.display.set_caption("P v P")

        self.running = True
Ejemplo n.º 5
0
    def test_p1_turn(self):
        model = PatchworkModel()
        self.assertEqual(model.p1_turn(), True)

        model.p1.position = 10
        self.assertEqual(model.p1_turn(), False)

        model.p2.position = 10
        self.assertEqual(model.p1_turn(), True)

        model.p1.on_top = False
        model.p2.on_top = True
        self.assertEqual(model.p1_turn(), False)
Ejemplo n.º 6
0
    def test_get_winner(self):
        model = PatchworkModel()

        self.assertEqual(model.p1_win(), 0)

        model.p1.buttons = 30

        self.assertEqual(model.p1_win(), 1)

        model.p2.buttons = 60

        self.assertEqual(model.p1_win(), -1)

        model.p1.buttons = 60

        self.assertEqual(model.p1_win(), 0)
Ejemplo n.º 7
0
class PatchworkControllerPvAI():
    FLAGS = 0
    WIDTH = 1500
    HEIGHT = 900
    FPS = 30

    def __init__(self):
        pygame.init()
        pygame.font.init()

        self.view = PatchworkView()
        self.model = PatchworkModel()
        self.ai = PatchworkAI()

        #TESTING
        #self.model.p1.position = 17
        #self.model.p2.position = 17

        self.clock = pygame.time.Clock()
        pygame.display.set_caption("P v AI")

        self.running = True

    def mainloop(self):

        time_track_x = (self.WIDTH - (self.WIDTH / 3) - 1)
        piece_list_x = (self.WIDTH - (self.WIDTH / 6))

        track_scroll_y = 0
        piece_scroll_y = 0

        highlighted_patch_idx = 0
        selected_patch = None
        selected_patch_row = 0
        selected_patch_col = 0

        #current phase of a turn
        phase = MovePhase.BUYPHASE

        while self.running:
            if self.model.p1_turn():
                player = self.model.p1
                other_player = self.model.p2
            else:
                player = self.model.p2
                other_player = self.model.p1
            #Don't do any more processing if the game is over
            #if self.model.game_over():
            #	self.view.render(self.model, phase, track_scroll_y, piece_scroll_y, highlighted_patch_idx, selected_patch, selected_patch_row, selected_patch_col)

            #else:
            mouse_x, mouse_y = pygame.mouse.get_pos()

            #EVENT HANDLING
            #p1 is the human player
            if self.model.p1_turn() or phase == MovePhase.SPECIAL_PLACEPHASE:
                for event in pygame.event.get():
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        #if mouse is hovering the time track, scroll the time track
                        if (mouse_x >= time_track_x
                                and mouse_x < piece_list_x):
                            if event.button == 4:
                                track_scroll_y = min(track_scroll_y + 30, 0)
                            if event.button == 5:
                                track_scroll_y = max(track_scroll_y - 30,
                                                     -self.HEIGHT * 8)
                        #if mouse is hovering the patch list, scroll the patch list
                        if (mouse_x >= piece_list_x):
                            if event.button == 4:
                                piece_scroll_y = min(piece_scroll_y + 30, 0)
                            if event.button == 5:
                                piece_scroll_y = max(piece_scroll_y - 30,
                                                     -self.HEIGHT * 4)
                    if event.type == pygame.KEYUP:
                        #if in the buy phase up/down arrows should change the selected pice
                        if phase == MovePhase.BUYPHASE:
                            if event.key == pygame.K_DOWN:
                                if highlighted_patch_idx < 2:
                                    highlighted_patch_idx += 1
                            if event.key == pygame.K_UP:
                                if highlighted_patch_idx > 0:
                                    highlighted_patch_idx -= 1
                            if event.key == pygame.K_RETURN:
                                #if the patch is purchasable by the current player, enter placement mode
                                if self.model.can_buy(highlighted_patch_idx):
                                    selected_patch = self.model.patch_list[
                                        highlighted_patch_idx]
                                    phase = MovePhase.PLACEPHASE
                            if event.key == pygame.K_TAB:
                                #check for 1x1 placement
                                passed_patch, passed_econ = self.model.jump()
                                if passed_patch:
                                    phase = MovePhase.SPECIAL_PLACEPHASE
                                    selected_patch = Patch(34, [[1]], 0, 0, 0)

                        if phase == MovePhase.PLACEPHASE or phase == MovePhase.SPECIAL_PLACEPHASE:
                            #if phase == MovePhase.PLACEPHASE:
                            if event.key == pygame.K_UP:
                                if selected_patch_row > 0:
                                    selected_patch_row -= 1
                            if event.key == pygame.K_DOWN:
                                if selected_patch_row < 8:
                                    selected_patch_row += 1
                            if event.key == pygame.K_LEFT:
                                if selected_patch_col > 0:
                                    selected_patch_col -= 1
                            if event.key == pygame.K_RIGHT:
                                if selected_patch_col < 8:
                                    selected_patch_col += 1
                            if event.key == pygame.K_SPACE:
                                selected_patch.rotate_cw()
                            if event.key == pygame.K_w or event.key == pygame.K_s:
                                selected_patch.flip()
                            if event.key == pygame.K_RSHIFT or event.key == pygame.K_LSHIFT:
                                if self.model.can_place(
                                        selected_patch, selected_patch_row,
                                        selected_patch_col):
                                    #if in placephase, buy the patch to advance to next phase
                                    if phase == MovePhase.PLACEPHASE:
                                        #check for 1x1 placement
                                        self.model.place_patch(
                                            player, self.model.
                                            patch_list[highlighted_patch_idx],
                                            selected_patch_row,
                                            selected_patch_col)
                                        passed_patch, passed_econ = self.model.buy_patch(
                                            highlighted_patch_idx)
                                        if passed_patch:
                                            phase = MovePhase.SPECIAL_PLACEPHASE
                                            selected_patch = Patch(
                                                34, [[1]], 0, 0, 0)
                                        else:
                                            phase = MovePhase.BUYPHASE
                                    #else in special place phase, phase ends when piece is placed (dont need to buy)
                                    else:
                                        self.model.place_patch(
                                            other_player, selected_patch,
                                            selected_patch_row,
                                            selected_patch_col)
                                        phase = MovePhase.BUYPHASE

                    if event.type == pygame.QUIT:
                        self.running = False

            #AI turn
            else:
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        self.running = False

                turn = self.ai.choose_turn_hand_craft(self.model)
                if isinstance(turn, BuyTurn):
                    #TEMPORARY HANDLING FOR IF THE PIECE CANT BE PLACED, NEED NEW SOLUTION FOR THIS
                    if not self.ai.can_place(
                            self.model.patch_list[turn.patch_idx],
                            self.model.p2.quilt):
                        passes_patch, passes_econ = player.will_pass_tile(
                            other_player.position - player.position + 1,
                            self.model.time_track)
                        turn = JumpTurn(passes_patch, passes_econ)
                    else:
                        row, col, patch_orientation = self.ai.choose_placement(
                            self.model.patch_list[turn.patch_idx],
                            self.model.p2.quilt)
                        self.model.place_patch(player, patch_orientation, row,
                                               col)
                #place 1x1 patch
                passed_patch, passed_econ = turn.run(self.model, None)
                if passed_patch:
                    row, col, patch_orientation = self.ai.choose_placement(
                        Patch(34, [[1]], 0, 0, 0), self.model.p2.quilt)
                    self.model.place_patch(player, Patch(34, [[1]], 0, 0, 0),
                                           row, col)

                #RENDERING

            self.view.render(self.model, phase, track_scroll_y, piece_scroll_y,
                             highlighted_patch_idx, selected_patch,
                             selected_patch_row, selected_patch_col)

        pygame.quit()
class PatchworkControllerPvP():
    FLAGS = 0
    WIDTH = 1500
    HEIGHT = 900
    FPS = 30

    def __init__(self):
        pygame.init()
        pygame.font.init()

        self.view = PatchworkView()
        self.model = PatchworkModel()

        #TESTING
        #self.model.p1.position = 19
        #self.model.p2.position = 19

        self.clock = pygame.time.Clock()
        pygame.display.set_caption("P v P")

        self.running = True

    def mainloop(self):

        time_track_x = (self.WIDTH - (self.WIDTH / 3) - 1)
        piece_list_x = (self.WIDTH - (self.WIDTH / 6))

        track_scroll_y = 0
        piece_scroll_y = 0

        highlighted_patch_idx = 0
        selected_patch = None
        selected_patch_row = 0
        selected_patch_col = 0

        #current player
        #TODO: should be a better way to do this than just if statements on this variable
        p1_turn = self.model.p1_turn()

        #current phase of a turn
        phase = MovePhase.BUYPHASE

        while self.running:
            if self.model.p1_turn():
                player = self.model.p1
                other_player = self.model.p2
            else:
                player = self.model.p2
                other_player = self.model.p1
            #Don't do any more processing if the game is over
            #if self.model.game_over():
            #	self.view.render(self.model, phase, track_scroll_y, piece_scroll_y, highlighted_patch_idx, selected_patch, selected_patch_row, selected_patch_col)

            #else:
            mouse_x, mouse_y = pygame.mouse.get_pos()

            #EVENT HANDLING
            for event in pygame.event.get():
                if event.type == pygame.MOUSEBUTTONDOWN:
                    #if mouse is hovering the time track, scroll the time track
                    if (mouse_x >= time_track_x and mouse_x < piece_list_x):
                        if event.button == 4:
                            track_scroll_y = min(track_scroll_y + 30, 0)
                        if event.button == 5:
                            track_scroll_y = max(track_scroll_y - 30,
                                                 -self.HEIGHT * 8)
                    #if mouse is hovering the patch list, scroll the patch list
                    if (mouse_x >= piece_list_x):
                        if event.button == 4:
                            piece_scroll_y = min(piece_scroll_y + 30, 0)
                        if event.button == 5:
                            piece_scroll_y = max(piece_scroll_y - 30,
                                                 -self.HEIGHT * 4)
                if event.type == pygame.KEYUP:
                    #if in the buy phase up/down arrows should change the selected pice
                    if phase == MovePhase.BUYPHASE:
                        if event.key == pygame.K_DOWN:
                            if highlighted_patch_idx < 2:
                                highlighted_patch_idx += 1
                        if event.key == pygame.K_UP:
                            if highlighted_patch_idx > 0:
                                highlighted_patch_idx -= 1
                        if event.key == pygame.K_RETURN:
                            #if the patch is purchasable by the current player, enter placement mode
                            if self.model.can_buy(highlighted_patch_idx):
                                selected_patch = self.model.patch_list[
                                    highlighted_patch_idx]
                                phase = MovePhase.PLACEPHASE
                        if event.key == pygame.K_TAB:
                            #check for 1x1 placement
                            if self.model.jump():
                                phase = MovePhase.SPECIAL_PLACEPHASE
                                selected_patch = Patch([[1]], 0, 0, 0)

                    if phase == MovePhase.PLACEPHASE or phase == MovePhase.SPECIAL_PLACEPHASE:
                        #if phase == MovePhase.PLACEPHASE:
                        if event.key == pygame.K_UP:
                            if selected_patch_row > 0:
                                selected_patch_row -= 1
                        if event.key == pygame.K_DOWN:
                            if selected_patch_row < 8:
                                selected_patch_row += 1
                        if event.key == pygame.K_LEFT:
                            if selected_patch_col > 0:
                                selected_patch_col -= 1
                        if event.key == pygame.K_RIGHT:
                            if selected_patch_col < 8:
                                selected_patch_col += 1
                        if event.key == pygame.K_SPACE:
                            selected_patch.rotate_cw()
                        if event.key == pygame.K_RSHIFT or event.key == pygame.K_LSHIFT:
                            if self.model.can_place(selected_patch,
                                                    selected_patch_row,
                                                    selected_patch_col):
                                #if in placephase, buy the patch to advance to next phase
                                if phase == MovePhase.PLACEPHASE:
                                    #check for 1x1 placement
                                    self.model.place_patch(
                                        player, self.model.
                                        patch_list[highlighted_patch_idx],
                                        selected_patch_row, selected_patch_col)
                                    passed_patch, passed_button_gen = self.model.buy_patch(
                                        highlighted_patch_idx)
                                    if passed_patch:
                                        phase = MovePhase.SPECIAL_PLACEPHASE
                                        selected_patch = Patch(
                                            34, [[1]], 0, 0, 0)
                                    else:
                                        phase = MovePhase.BUYPHASE
                                #else in special place phase, phase ends when piece is placed (dont need to buy)
                                else:
                                    self.model.place_patch(
                                        other_player, selected_patch,
                                        selected_patch_row, selected_patch_col)
                                    phase = MovePhase.BUYPHASE

                if event.type == pygame.QUIT:
                    self.running = False

            #RENDERING
            self.view.render(self.model, phase, track_scroll_y, piece_scroll_y,
                             highlighted_patch_idx, selected_patch,
                             selected_patch_row, selected_patch_col)

        pygame.quit()
    def mainloop(self, num_samples):
        #run "num_samples" games and then calculate the win percentage
        p1_win = 0
        p1_running_sum = 0
        p2_running_sum = 0
        p1_win_count = 0
        p1_game_avgs = []
        p2_game_avgs = []
        p1_win_counts = []
        for i in range(num_samples):
            #reset the model for next game
            self.model = PatchworkModel()
            self.running = True

            while self.running:
                if self.model.p1_turn():
                    player = self.model.p1
                    other_player = self.model.p2
                else:
                    player = self.model.p2
                    other_player = self.model.p1

                #p1 is smart, p2 is dumb
                if self.model.p1_turn():
                    turn = self.ai.choose_turn_hand_craft(self.model)
                else:
                    turn = self.ai.choose_turn_random(self.model)

                if isinstance(turn, BuyTurn):
                    #TEMPORARY HANDLING FOR IF THE PIECE CANT BE PLACED, NEED NEW SOLUTION FOR THIS
                    if not self.ai.can_place(
                            self.model.patch_list[turn.patch_idx],
                            player.quilt):
                        turn = JumpTurn()
                    else:
                        row, col, patch_orientation = self.ai.choose_placement(
                            self.model.patch_list[turn.patch_idx],
                            player.quilt)
                        self.model.place_patch(player, patch_orientation, row,
                                               col)
                #run the turn (buy piece for buy, jump for jump), and check if patch is passed on time track
                passed_patch, passed_button_gen = turn.run(self.model)
                if passed_patch:
                    row, col, patch_orientation = self.ai.choose_placement(
                        Patch(34, [[1]], 0, 0, 0), other_player.quilt)
                    self.model.place_patch(other_player,
                                           Patch(34, [[1]], 0, 0, 0), row, col)

                #if game is over, exit running loop and update p1_win counter
                if self.model.game_over():
                    if self.model.p1_win() == 1:
                        p1_win += 1

                    #keep track of p1/p2 end scores to calculate averages at end (hoping to see progress)
                    if ((i + 1) % self.INTERVAL_SIZE) == 0:
                        p1_game_avgs.append(p1_running_sum /
                                            self.INTERVAL_SIZE)
                        p2_game_avgs.append(p2_running_sum /
                                            self.INTERVAL_SIZE)
                        p1_running_sum = 0
                        p2_running_sum = 0
                        p1_win_count = 0

                    p1_running_sum += self.model.p1.get_score()
                    p2_running_sum += self.model.p2.get_score()
                    if self.model.p1_win() == 1:
                        p1_win_count += 1

                    self.running = False

            #If there's only 1 sample just print out the basic output
            if num_samples == 2 or num_samples == 1:
                print("P1 score: " + str(self.model.p1.get_score()) +
                      ", P2 score: " + str(self.model.p2.get_score()))
                print("P1 buttons: " + str(self.model.p1.buttons) +
                      ", P2 buttons: " + str(self.model.p2.buttons))
                print("-------------------------------")
                print("P1 board")
                for row in range(9):
                    for col in range(9):
                        print(self.model.p1.quilt.board_array[row][col],
                              end="")
                    print()
                print("-------------------------------")
                print("P2 board")
                for row in range(9):
                    for col in range(9):
                        print(self.model.p2.quilt.board_array[row][col],
                              end="")
                    print()
                print("-------------------------------")

            if i == 0:
                print("Simulating", end="")
                sys.stdout.flush()
            elif (i % 4) == 0:
                sys.stdout.write("\b\b\b   \b\b\b")
                sys.stdout.flush()
            else:
                sys.stdout.write(".")
                sys.stdout.flush()

        print("Games run: " + str(num_samples))
        print("P1 wins: " + str(p1_win) + ", P2 wins: " +
              str(num_samples - p1_win))
        print("P1 win %: " + str((p1_win / num_samples) * 100) +
              ", P2 win %: " +
              str(((num_samples - p1_win) / num_samples) * 100))

        print()

        for i in range(len(self.ai.feature_weights["patch_weights_early"])):
            print("Patch ID: " + str(i + 1) + ", Early Weight: " +
                  str(self.ai.feature_weights["patch_weights_early"][i]) +
                  ", Mid Weight: " +
                  str(self.ai.feature_weights["patch_weights_mid"][i]) +
                  ", Late Weight: " +
                  str(self.ai.feature_weights["patch_weights_late"][i]))

        print()

        print("GAME AVGS: ")
        for i in range(len(p1_game_avgs)):
            print(
                str(i * self.INTERVAL_SIZE) + " - " +
                str((i * self.INTERVAL_SIZE) + self.INTERVAL_SIZE) +
                " | Player 1: " + str(p1_game_avgs[i]) + ", Player 2: " +
                str(p2_game_avgs[i]) + ", Difference: " +
                str(p1_game_avgs[i] - p2_game_avgs[i]))
    def mainloop_learning(self, num_samples):
        #run "num_samples" games and then calculate the win percentage
        p1_win = 0
        p1_running_sum = 0
        p2_running_sum = 0
        p1_win_count = 0
        p1_game_avgs = []
        p2_game_avgs = []
        p1_win_counts = []

        p1_button_gen_sum = 0
        p1_buttons_sum = 0
        p1_board_util_sum = 0

        p1_button_gen_sums = []
        p1_buttons_sums = []
        p1_board_util_sums = []
        p1_quilts = []

        p2_button_gen_sum = 0
        p2_buttons_sum = 0
        p2_board_util_sum = 0

        p2_button_gen_sums = []
        p2_buttons_sums = []
        p2_board_util_sums = []

        p1_jump_ct = 0
        p2_jump_ct = 0

        p1_buy_ct = 0
        p2_buy_ct = 0

        p1_delayed_jump_ct = 0
        p2_delayed_jump_ct = 0

        for i in range(num_samples):
            #reset the model for next game
            self.model = PatchworkModel()
            self.running = True

            self.p1_feature_state = FeatureStateModel(self.model.p1,
                                                      self.model.p2)
            self.p2_feature_state = FeatureStateModel(self.model.p2,
                                                      self.model.p1)

            while self.running:
                if self.model.p1_turn():
                    player = self.model.p1
                    state_model = self.p1_feature_state
                    other_player = self.model.p2
                else:
                    player = self.model.p2
                    state_model = self.p2_feature_state
                    other_player = self.model.p1

                #p1 is learning, p2 is hand crafted ai
                if self.model.p1_turn():
                    #picks turn based on learned weights and updates those weights
                    turn = self.ai.choose_turn_learning(
                        self.model, self.p1_feature_state,
                        self.feature_weights)
                else:
                    turn = self.ai.choose_turn_random(self.model)

                    #update weights based on p2 moves as well
                    future_state = self.ai.find_future_state(
                        turn, self.p2_feature_state)

                    reward = self.p2_feature_state.calculate_reward(
                        turn.passes_player, turn.passes_econ, 0)

                    self.feature_weights.update_feature_weights(
                        reward,
                        future_state.get_state_utility(self.feature_weights),
                        self.p2_feature_state)

                if isinstance(turn, JumpTurn):
                    #DEBUGGING
                    if self.model.p1_turn():
                        p1_jump_ct += 1
                    else:
                        p2_jump_ct += 1

                #handling turn running
                if isinstance(turn, BuyTurn):
                    #DEBUGGING
                    if self.model.p1_turn():
                        p1_buy_ct += 1
                    else:
                        p2_buy_ct += 1

                    #check if it's possible for the player to place the selected patch
                    if not self.ai.can_place(
                            self.model.patch_list[turn.patch_idx],
                            player.quilt):
                        passes_patch, passes_econ, passes_player = player.will_pass_tile(
                            other_player.position - player.position + 1,
                            self.model.time_track, other_player)
                        turn = JumpTurn(passes_patch, passes_econ,
                                        passes_player)
                        if self.model.p1_turn():
                            p1_buy_ct -= 1
                            p1_delayed_jump_ct += 1
                        else:
                            p2_buy_ct -= 1
                            p2_delayed_jump_ct += 1
                    else:
                        row, col, patch_orientation = self.ai.choose_placement(
                            self.model.patch_list[turn.patch_idx],
                            player.quilt)
                        self.model.place_patch(player, patch_orientation, row,
                                               col)
                #run the turn (buy piece for buy, jump for jump), and update passed_patch/passed_button_gen booleans
                passed_patch, passed_button_gen = turn.run(
                    self.model, state_model)

                #placing 1x1 patch if it was passed
                if passed_patch:
                    row, col, patch_orientation = self.ai.choose_placement(
                        Patch(34, [[1]], 0, 0, 0), other_player.quilt)
                    self.model.place_patch(other_player,
                                           Patch(34, [[1]], 0, 0, 0), row, col)

                #if game is over, exit running loop and update p1_win counter
                if self.model.game_over():
                    p1_rewards = self.p1_feature_state.calculate_reward(
                        False, True, self.model.p1_win())
                    p2_rewards = self.p2_feature_state.calculate_reward(
                        False, True, self.model.p1_win())

                    self.feature_weights.update_feature_weights(
                        p1_rewards,
                        self.p1_feature_state.get_state_utility(
                            self.feature_weights), self.p1_feature_state)
                    self.feature_weights.update_feature_weights(
                        p2_rewards,
                        self.p2_feature_state.get_state_utility(
                            self.feature_weights), self.p2_feature_state)

                    p1_quilts.append(self.model.p1.quilt.board_array)
                    #CALCULATING OUTPUTS FOR PROGRESS TRACKING
                    #keep track of p1/p2 end scores to calculate averages at end (hoping to see progress)
                    if ((i + 1) % self.INTERVAL_SIZE) == 0:
                        p1_game_avgs.append(p1_running_sum /
                                            self.INTERVAL_SIZE)
                        p2_game_avgs.append(p2_running_sum /
                                            self.INTERVAL_SIZE)
                        p1_win_counts.append(p1_win_count)
                        p1_running_sum = 0
                        p2_running_sum = 0
                        p1_win_count = 0

                        p1_button_gen_sums.append(p1_button_gen_sum /
                                                  self.INTERVAL_SIZE)
                        p1_buttons_sums.append(p1_buttons_sum /
                                               self.INTERVAL_SIZE)
                        p1_board_util_sums.append(p1_board_util_sum /
                                                  self.INTERVAL_SIZE)

                        p1_button_gen_sum = 0
                        p1_buttons_sum = 0
                        p1_board_util_sum = 0

                        p2_button_gen_sums.append(p2_button_gen_sum /
                                                  self.INTERVAL_SIZE)
                        p2_buttons_sums.append(p2_buttons_sum /
                                               self.INTERVAL_SIZE)
                        p2_board_util_sums.append(p2_board_util_sum /
                                                  self.INTERVAL_SIZE)

                        p2_button_gen_sum = 0
                        p2_buttons_sum = 0
                        p2_board_util_sum = 0

                    if self.model.p1_win() == 1:
                        p1_win_count += 1
                        p1_win += 1

                    p1_running_sum += self.model.p1.get_score()
                    p2_running_sum += self.model.p2.get_score()

                    p1_button_gen_sum += self.model.p1.quilt.button_gen
                    p1_buttons_sum += self.model.p1.buttons
                    p1_board_util_sum += self.ai.get_quilt_utility(
                        self.model.p1.quilt)

                    p2_button_gen_sum += self.model.p2.quilt.button_gen
                    p2_buttons_sum += self.model.p2.buttons
                    p2_board_util_sum += self.ai.get_quilt_utility(
                        self.model.p2.quilt)

                    #exit while loop, game is over
                    self.running = False

            #If there's only 1 sample just print out the basic output
            if num_samples == 2 or num_samples == 1:
                print("P1 score: " + str(self.model.p1.get_score()) +
                      ", P2 score: " + str(self.model.p2.get_score()))
                print("P1 buttons: " + str(self.model.p1.buttons) +
                      ", P2 buttons: " + str(self.model.p2.buttons))
                print("-------------------------------")
                print("P1 board")
                for row in range(9):
                    for col in range(9):
                        print(self.model.p1.quilt.board_array[row][col],
                              end="")
                    print()
                print("-------------------------------")
                print("P2 board")
                for row in range(9):
                    for col in range(9):
                        print(self.model.p2.quilt.board_array[row][col],
                              end="")
                    print()
                print("-------------------------------")

            if i == 0:
                print("Simulating", end="")
                sys.stdout.flush()
            elif (i % 4) == 0:
                sys.stdout.write("\b\b\b   \b\b\b")
                sys.stdout.flush()
            else:
                sys.stdout.write(".")
                sys.stdout.flush()

        print()
        print("Games run: " + str(num_samples))
        print("P1 wins: " + str(p1_win) + ", P2 wins: " +
              str(num_samples - p1_win))
        print("P1 win %: " + str((p1_win / num_samples) * 100) +
              ", P2 win %: " +
              str(((num_samples - p1_win) / num_samples) * 100))

        print()

        print("WEIGHTS: ")
        print("Button Gen Weight: " +
              str(self.feature_weights.button_gen_weight))
        print("Board Coverage Weight: " +
              str(self.feature_weights.board_coverage_weight))
        print("Button Weight: " + str(self.feature_weights.buttons_weight))
        print("Player Distance Weight: " +
              str(self.feature_weights.player_distance_weight))

        print()

        #f1 = open("ai_button_gen.txt", "w")
        #f2 = open("ai_button_total.txt", "w")
        #f3 = open("ai_quilt_coverage.txt", "w")
        #f4 = open("ai_score.txt", "w")
        #f5 = open("ai_score_diff.txt", "w")
        print("GAME AVGS: ")
        for i in range(len(p1_game_avgs)):
            print(
                str(i * self.INTERVAL_SIZE) + " - " +
                str((i * self.INTERVAL_SIZE) + self.INTERVAL_SIZE) +
                " | Player 1: " + str(p1_game_avgs[i]) + ", Player 2: " +
                str(p2_game_avgs[i]) + ", Difference: " +
                str(p1_game_avgs[i] - p2_game_avgs[i]) + ", P1 Wins: " +
                str(p1_win_counts[i]) + ", P2 Wins: " +
                str(self.INTERVAL_SIZE - p1_win_counts[i]) + ", P1 Win %: " +
                str((p1_win_counts[i] / self.INTERVAL_SIZE) * 100))
            #f.write(str((p1_win_counts[i]/5)*100) + ", ")

        print("AI TENDENCIES: ")
        print("P1 (LEARNED AI) FEATURE AVERAGES")
        for i in range(len(p1_button_gen_sums)):
            print(
                str(i * self.INTERVAL_SIZE) + " - " +
                str((i * self.INTERVAL_SIZE) + self.INTERVAL_SIZE) +
                " | Button Gen: " + str(p1_button_gen_sums[i]) +
                ", Buttons: " + str(p1_buttons_sums[i]) + ", Board Util: " +
                str(p1_board_util_sums[i]))
            #f1.write(str(p1_button_gen_sums[i]) + ", ")
            #f2.write(str(p1_buttons_sums[i]) + ", ")
            #f3.write(str(p1_board_util_sums[i]) + ", ")
            #f4.write(str(p1_game_avgs[i]) + ", ")
            #f5.write(str(p1_game_avgs[i] - p2_game_avgs[i]) + ", ")
        print()

        #print("QUILTS: ")
        #for i in range(len(p1_quilts)):
        #	print(str(i) + ":")
        #	for row in range(len(p1_quilts[i])):
        #		for col in range(len(p1_quilts[i][row])):
        #			print(p1_quilts[i][row][col], end = "")
        #		print()

        #	print()
        #	print()
        print("P2 (RANDOM AI) FEATURE AVERAGES")
        for i in range(len(p2_button_gen_sums)):
            print(
                str(i * self.INTERVAL_SIZE) + " - " +
                str((i * self.INTERVAL_SIZE) + self.INTERVAL_SIZE) +
                " | Button Gen: " + str(p2_button_gen_sums[i]) +
                ", Buttons: " + str(p2_buttons_sums[i]) + ", Board Util: " +
                str(p2_board_util_sums[i]))